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Honzik1 suggestions

Quality

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Re: Honzik1 suggestions
« Reply #15 on: February 20, 2015, 06:31:28 AM »
Just add this snippet in fpsgame/client.cpp at line ~15

Code: [Select]
    XIDENT(IDF_SWLACC, VARP, radarspeedfov, 0, 1, 5); /** multiply the speed-output with this (0 = off) **/

    float calcradarscale()
    {
        fpsent *a = autohudplayer(); /** Get the data from the hudplayer (which is following or self) **/
        float curspeed = a->state != CS_DEAD ? a->vel.magnitude2() : NULL; /** current speed: either vel.magnitude2() or 0 if dead **/
        return clamp(max(minimapradius.x, minimapradius.y)/3, float(minradarscale+(min(int(curspeed), 150)*radarspeedfov)), float(maxradarscale)); /** Just add curspeed to the minradarscale and don't let it be too much **/
    }
« Last Edit: February 20, 2015, 07:02:50 AM by Quality »

Honzik1

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Re: Honzik1 suggestions
« Reply #16 on: February 20, 2015, 08:02:53 AM »
Just add this snippet in fpsgame/client.cpp at line ~15

Code: [Select]
    XIDENT(IDF_SWLACC, VARP, radarspeedfov, 0, 1, 5); /** multiply the speed-output with this (0 = off) **/

    float calcradarscale()
    {
        fpsent *a = autohudplayer(); /** Get the data from the hudplayer (which is following or self) **/
        float curspeed = a->state != CS_DEAD ? a->vel.magnitude2() : NULL; /** current speed: either vel.magnitude2() or 0 if dead **/
        return clamp(max(minimapradius.x, minimapradius.y)/3, float(minradarscale+(min(int(curspeed), 150)*radarspeedfov)), float(maxradarscale)); /** Just add curspeed to the minradarscale and don't let it be too much **/
    }

That radar-fov feature seems be not that hard work Star  ;)

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Re: Honzik1 suggestions
« Reply #17 on: February 20, 2015, 09:16:21 AM »
yeah, I wanted to move that from the first list and put it into the last, failed there.

hate writing long texts and huge responses :D